Xenonauts base defence6/2/2023 ![]() And to be honest, Corsair + Foxtrot seems waaaaay more effective at dealing with virtually everything than Marauders (the so-called "ultimate" combat vessels). When you finally build dogfighters that can keep up with Foxtrots, your effectiveness increases immensely. As for the Condors, there's only two left at my Siberia base and the last two Corsairs to replace them are plenty of the way through manufacturing.įoxtrots rapidly become the workhorse damage-dealers, with Condors constantly being the ones slowing them down. I don't know how much good it's gonna do them if something comes gunning for the bases but at least they're there. I do at the moment, though every base aside from my first is loaded down with PVTs. They made radars a lot more expensive to compensate 250k each, 50k maintenance. ![]() My funding suffered for the first month and a half, but that's always going to be the case in month 1 whatever you do, better to eat the minor funding loss while all you've got to worry about is scouts and have some better tech in time for the corvettes and landing ships.Īlso, in the experimental branch (and presumably therefore in the final release) they've put bases back down to 500k, so dropping a second base in the first month is now a lot more viable. In fact, spending the money on an extra lab + scientists instead seems to have paid off, as I always seem to be on top of or ahead of the tech game (although I didn't completely fill the labs right away those fuckers are expensive). ![]() You can definitely get away with waiting until month two I did so myself in my current play-through. Then when you've got a reasonably stable budget, you can turn funds towards getting other facilities over their and more hangars with more advanced interceptors.Īctually I wouldn't say you have to put down a second base in the first month, but you do need to do it early. Remember, assaulting UFO crashes is entirely optional, so you only need one chopper at one base for a long while shooting down UFOs matters more than anything else. It's a steep investment, but you can get a second base up in the first month with at least two interceptors, which can be huuuugely important. I actually pushed for a second base pretty much the first day of the game keeping nations happy is the most important thing in the game for keeping a healthy budget. Ideally right at the end of the month before their maintenance cost is deducted, if you really want to game the system Sounds like you have more than enough fighters, though I'd recommend retiring the Condors soon. Its really only necessary to recover UFOs at all if its a new one you haven't seen before, or if you want to train up your dudes. You have more than one transport? I never felt the need to recover more than one UFO per wave, and a lot of the time I just airstrike the entire wave. I have three bases, each with two Condors/Corsairs, two Foxtrots, one Charlie/Shrike and an empty spot for manufactures or transfers. That said, once you get plasma cannons they can put some serious hurt on even the larger UFOs. I'm doing okay with just three, one at each base. ![]() Not so much of a problem now that I have four X-37s with another two on the way. A single HF I can take with two Condors no problem - it's when you get three of them or two escorting a Bomber that they become a problem. Something I've noticed about the interceptions, each side's units will start at their positions relative to the Geoscape screen - if an Air Superiority wave of three HFs starts gunning for you, there's nothing you can do to not start the battle with them heading right for you.
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